#pragma once

#include "FXTypes.h"
#include "ObjectTypes.h"
#include "MovingObject.h"
#include "Defines.h"
#include "AttackTypes.h"

class AttackObject : public MovingObject
{
	public:
		AttackType attackType;
		std::string originatingPlayer;
	private:
		unsigned int range;
		scene::IParticleSystemSceneNode* particleSystem;
		
	public:
		AttackObject();
		~AttackObject();
		
		void setAttackType(AttackType type);
		AttackType getAttackType();

		void setupParticleSystem();
		
		unsigned int getRange();
		void setRange(unsigned int passedRange);
	
		void setOriginatingPlayer(const std::string& name);
		const std::string& getOriginatingPlayer();
      #if 0
        scene::IParticleSystemSceneNode* getParticleSystem();
		void setParticleSystem(scene::IParticleSystemSceneNode* passedSystem);
	#endif


	private:

};
